Variable UniformsLibConst
UniformsLib: { common: { diffuse: IUniform<Color>; opacity: IUniform<number>; map: IUniform<unknown>; mapTransform: IUniform<Matrix3>; alphaMap: IUniform<unknown>; alphaMapTransform: IUniform<Matrix3>; alphaTest: IUniform<number>; }; specularmap: { specularMap: IUniform<unknown>; specularMapTransform: IUniform<Matrix3>; }; envmap: { envMap: IUniform<unknown>; envMapRotation: IUniform<Matrix3>; flipEnvMap: IUniform<number>; reflectivity: IUniform<number>; ior: IUniform<number>; refractRatio: IUniform<number>; }; aomap: { aoMap: IUniform<unknown>; aoMapIntensity: IUniform<number>; aoMapTransform: IUniform<Matrix3>; }; lightmap: { lightMap: IUniform<number>; lightMapIntensity: IUniform<number>; lightMapTransform: IUniform<Matrix3>; }; bumpmap: { bumpMap: IUniform<unknown>; bumpMapTransform: IUniform<Matrix3>; bumpScale: IUniform<number>; }; normalmap: { normalMap: IUniform<unknown>; normalMapTransform: IUniform<Matrix3>; normalScale: IUniform<Vector2>; }; displacementmap: { displacementMap: IUniform<unknown>; displacementMapTransform: IUniform<Matrix3>; displacementScale: IUniform<number>; displacementBias: IUniform<number>; }; emissivemap: { emissiveMap: IUniform<unknown>; emissiveMapTransform: IUniform<Matrix3>; }; metalnessmap: { metalnessMap: IUniform<unknown>; metalnessMapTransform: IUniform<Matrix3>; }; roughnessmap: { roughnessMap: IUniform<unknown>; roughnessMapTransform: IUniform<Matrix3>; }; gradientmap: { gradientMap: IUniform<unknown>; }; fog: { fogDensity: IUniform<number>; fogNear: IUniform<number>; fogFar: IUniform<number>; fogColor: IUniform<Color>; }; lights: { ambientLightColor: IUniform<unknown[]>; lightProbe: IUniform<unknown[]>; directionalLights: { value: unknown[]; properties: { direction: {}; color: {}; }; }; directionalLightShadows: { value: unknown[]; properties: { shadowBias: {}; shadowNormalBias: {}; shadowRadius: {}; shadowMapSize: {}; }; }; directionalShadowMap: IUniform<unknown[]>; directionalShadowMatrix: IUniform<unknown[]>; spotLights: { value: unknown[]; properties: { color: {}; position: {}; direction: {}; distance: {}; coneCos: {}; penumbraCos: {}; decay: {}; }; }; spotLightShadows: { value: unknown[]; properties: { shadowBias: {}; shadowNormalBias: {}; shadowRadius: {}; shadowMapSize: {}; }; }; spotLightMap: IUniform<unknown[]>; spotShadowMap: IUniform<unknown[]>; spotLightMatrix: IUniform<unknown[]>; pointLights: { value: unknown[]; properties: { color: {}; position: {}; decay: {}; distance: {}; }; }; pointLightShadows: { value: unknown[]; properties: { shadowBias: {}; shadowNormalBias: {}; shadowRadius: {}; shadowMapSize: {}; shadowCameraNear: {}; shadowCameraFar: {}; }; }; pointShadowMap: IUniform<unknown[]>; pointShadowMatrix: IUniform<unknown[]>; hemisphereLights: { value: unknown[]; properties: { direction: {}; skycolor: {}; groundColor: {}; }; }; rectAreaLights: { value: unknown[]; properties: { color: {}; position: {}; width: {}; height: {}; }; }; ltc_1: IUniform<unknown>; ltc_2: IUniform<unknown>; }; points: { diffuse: IUniform<Color>; opacity: IUniform<number>; size: IUniform<number>; scale: IUniform<number>; map: IUniform<unknown>; alphaMap: IUniform<unknown>; alphaTest: IUniform<number>; uvTransform: IUniform<Matrix3>; }; sprite: { diffuse: IUniform<Color>; opacity: IUniform<number>; center: IUniform<Vector2>; rotation: IUniform<number>; map: IUniform<unknown>; mapTransform: IUniform<Matrix3>; alphaMap: IUniform<unknown>; alphaTest: IUniform<number>; }; }